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# ifndef __GUIBASE_H__
# define __GUIBASE_H__
# include "../global.h"
# include "SDL.h"
# include <set>
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# include <list>
# include "../timeHandler.h"
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# include "FontBase.h"
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# ifdef max
# undef max
# endif
# ifdef min
# undef min
# endif
/*
* GUIBase . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
class CDefEssential ;
class AdventureMapButton ;
class CHighlightableButtonsGroup ;
class CDefHandler ;
struct HeroMoveDetails ;
class CDefEssential ;
class CGHeroInstance ;
class CAdvMapInt ;
class CCastleInterface ;
class CBattleInterface ;
class CStack ;
class SComponent ;
class CCreature ;
struct SDL_Surface ;
struct CPath ;
class CCreatureAnimation ;
class CSelectableComponent ;
class CCreatureSet ;
class CGObjectInstance ;
class CSlider ;
struct UpgradeInfo ;
template < typename T > struct CondSh ;
class CInGameConsole ;
class CGarrisonInt ;
class CInGameConsole ;
class Component ;
class CArmedInstance ;
class CGTownInstance ;
class StackState ;
class CPlayerInterface ;
struct Point
{
int x , y ;
//constructors
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Point ( )
{
x = y = 0 ;
} ;
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Point ( int X , int Y )
: x ( X ) , y ( Y )
{ } ;
Point ( const int3 & a )
: x ( a . x ) , y ( a . y )
{ }
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Point ( const SDL_MouseMotionEvent & a )
: x ( a . x ) , y ( a . y )
{ }
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template < typename T >
Point operator + ( const T & b ) const
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{
return Point ( x + b . x , y + b . y ) ;
}
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template < typename T >
Point & operator + = ( const T & b )
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{
x + = b . x ;
y + = b . y ;
return * this ;
}
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template < typename T >
Point operator - ( const T & b ) const
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{
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return Point ( x - b . x , y - b . y ) ;
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}
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template < typename T >
Point & operator - = ( const T & b )
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{
x - = b . x ;
y - = b . y ;
return * this ;
}
bool operator < ( const Point & b ) const //product order
{
return x < b . x & & y < b . y ;
}
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template < typename T > Point & operator = ( const T & t )
{
x = t . x ;
y = t . y ;
return * this ;
}
template < typename T > bool operator = = ( const T & t )
{
return x = = t . x & & y = = t . y ;
}
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} ;
struct Rect : public SDL_Rect
{
Rect ( ) //default c-tor
{
x = y = w = h = - 1 ;
}
Rect ( int X , int Y , int W , int H ) //c-tor
{
x = X ;
y = Y ;
w = W ;
h = H ;
}
Rect ( const SDL_Rect & r ) //c-tor
{
x = r . x ;
y = r . y ;
w = r . w ;
h = r . h ;
}
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static Rect createCentered ( int w , int h ) ;
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bool isIn ( int qx , int qy ) const //determines if given point lies inside rect
{
if ( qx > x & & qx < x + w & & qy > y & & qy < y + h )
return true ;
return false ;
}
bool isIn ( const Point & q ) const //determines if given point lies inside rect
{
return isIn ( q . x , q . y ) ;
}
Point topLeft ( ) const //top left corner of this rect
{
return Point ( x , y ) ;
}
Point topRight ( ) const //top right corner of this rect
{
return Point ( x + w , y ) ;
}
Point bottomLeft ( ) const //bottom left corner of this rect
{
return Point ( x , y + h ) ;
}
Point bottomRight ( ) const //bottom right corner of this rect
{
return Point ( x + w , y + h ) ;
}
Rect operator + ( const Rect & p ) const //moves this rect by p's rect position
{
return Rect ( x + p . x , y + p . y , w , h ) ;
}
Rect operator + ( const Point & p ) const //moves this rect by p's point position
{
return Rect ( x + p . x , y + p . y , w , h ) ;
}
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Rect & operator = ( const Point & p ) //assignment operator
{
x = p . x ;
y = p . y ;
return * this ;
}
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Rect & operator = ( const Rect & p ) //assignment operator
{
x = p . x ;
y = p . y ;
w = p . w ;
h = p . h ;
return * this ;
}
Rect & operator + = ( const Rect & p ) //works as operator+
{
x + = p . x ;
y + = p . y ;
return * this ;
}
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Rect & operator + = ( const Point & p ) //works as operator+
{
x + = p . x ;
y + = p . y ;
return * this ;
}
Rect & operator - = ( const Rect & p ) //works as operator+
{
x - = p . x ;
y - = p . y ;
return * this ;
}
Rect & operator - = ( const Point & p ) //works as operator+
{
x - = p . x ;
y - = p . y ;
return * this ;
}
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template < typename T > Rect operator - ( const T & t )
{
return Rect ( x + t . x , y + t . y , w , h ) ;
}
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Rect operator & ( const Rect & p ) const //rect intersection
{
bool intersect = true ;
if ( p . topLeft ( ) . y < y & & p . bottomLeft ( ) . y < y ) //rect p is above *this
{
intersect = false ;
}
else if ( p . topLeft ( ) . y > y + h & & p . bottomLeft ( ) . y > y + h ) //rect p is below *this
{
intersect = false ;
}
else if ( p . topLeft ( ) . x > x + w & & p . topRight ( ) . x > x + w ) //rect p is on the right hand side of this
{
intersect = false ;
}
else if ( p . topLeft ( ) . x < x & & p . topRight ( ) . x < x ) //rect p is on the left hand side of this
{
intersect = false ;
}
if ( intersect )
{
Rect ret ;
ret . x = std : : max ( this - > x , p . x ) ;
ret . y = std : : max ( this - > y , p . y ) ;
Point bR ; //bottomRight point of returned rect
bR . x = std : : min ( this - > w + this - > x , p . w + p . x ) ;
bR . y = std : : min ( this - > h + this - > y , p . h + p . y ) ;
ret . w = bR . x - ret . x ;
ret . h = bR . y - ret . y ;
return ret ;
}
else
{
return Rect ( ) ;
}
}
} ;
class IShowable
{
public :
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void redraw ( ) ;
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virtual void show ( SDL_Surface * to ) = 0 ;
virtual void showAll ( SDL_Surface * to )
{
show ( to ) ;
}
virtual ~ IShowable ( ) { } ; //d-tor
} ;
class IStatusBar
{
public :
virtual ~ IStatusBar ( ) { } ; //d-tor
virtual void print ( const std : : string & text ) = 0 ; //prints text and refreshes statusbar
virtual void clear ( ) = 0 ; //clears statusbar and refreshes
virtual void show ( SDL_Surface * to ) = 0 ; //shows statusbar (with current text)
virtual std : : string getCurrent ( ) = 0 ; //returns currently displayed text
} ;
class IActivable
{
public :
virtual void activate ( ) = 0 ;
virtual void deactivate ( ) = 0 ;
virtual ~ IActivable ( ) { } ; //d-tor
} ;
class IShowActivable : public IShowable , public IActivable
{
public :
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enum { WITH_GARRISON = 1 , BLOCK_ADV_HOTKEYS = 2 } ;
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int type ; //bin flags using etype
IShowActivable ( ) ;
virtual ~ IShowActivable ( ) { } ; //d-tor
} ;
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class IUpdateable
{
public :
virtual void update ( ) = 0 ;
virtual ~ IUpdateable ( ) { } ; //d-tor
} ;
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class CIntObject : public IShowActivable //interface object
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{
public :
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CIntObject * parent ; //parent object
std : : vector < CIntObject * > children ;
Rect pos , //position of object on the screen
posRelative ; //position of object in the parent (not used if no parent)
int ID ; //object ID, rarely used by some classes for identification / internal info
CIntObject ( ) ;
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virtual ~ CIntObject ( ) ; //d-tor
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//l-clicks handling
bool pressedL ; //for determining if object is L-pressed
void activateLClick ( ) ;
void deactivateLClick ( ) ;
virtual void clickLeft ( tribool down , bool previousState ) ;
//r-clicks handling
bool pressedR ; //for determining if object is R-pressed
void activateRClick ( ) ;
void deactivateRClick ( ) ;
virtual void clickRight ( tribool down , bool previousState ) ;
//hover handling
bool hovered ; //for determining if object is hovered
void activateHover ( ) ;
void deactivateHover ( ) ;
virtual void hover ( bool on ) ;
//keyboard handling
bool captureAllKeys ; //if true, only this object should get info about pressed keys
void activateKeys ( ) ;
void deactivateKeys ( ) ;
virtual void keyPressed ( const SDL_KeyboardEvent & key ) ;
//mouse movement handling
bool strongInterest ; //if true - report all mouse movements, if not - only when hovered
void activateMouseMove ( ) ;
void deactivateMouseMove ( ) ;
virtual void mouseMoved ( const SDL_MouseMotionEvent & sEvent ) ;
//time handling
int toNextTick ;
void activateTimer ( ) ;
void deactivateTimer ( ) ;
virtual void tick ( ) ;
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//mouse wheel
void activateWheel ( ) ;
void deactivateWheel ( ) ;
virtual void wheelScrolled ( bool down , bool in ) ;
//double click
void activateDClick ( ) ;
void deactivateDClick ( ) ;
virtual void onDoubleClick ( ) ;
enum { LCLICK = 1 , RCLICK = 2 , HOVER = 4 , MOVE = 8 , KEYBOARD = 16 , TIME = 32 , GENERAL = 64 , WHEEL = 128 , DOUBLECLICK = 256 , ALL = 0xffff } ;
ui16 active ;
ui16 used ;
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enum { ACTIVATE = 1 , DEACTIVATE = 2 , UPDATE = 4 , SHOWALL = 8 , DISPOSE = 16 , SHARE_POS = 32 } ;
ui8 defActions ; //which calls will be tried to be redirected to children
ui8 recActions ; //which calls we allow te receive from parent
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enum EAlignment { TOPLEFT , CENTER , BOTTOMRIGHT } ;
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void disable ( ) ; //deactivates if needed, blocks all automatic activity, allows only disposal
void enable ( bool activation = true ) ; //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
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void defActivate ( ) ;
void defDeactivate ( ) ;
void activate ( ) ;
void deactivate ( ) ;
void show ( SDL_Surface * to ) ;
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void showAll ( SDL_Surface * to ) ;
void printAtLoc ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor , SDL_Surface * dst , bool refresh = false ) ;
void printToLoc ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor , SDL_Surface * dst , bool refresh = false ) ;
void printAtMiddleLoc ( const std : : string & text , int x , int y , EFonts font , SDL_Color kolor , SDL_Surface * dst , bool refresh = false ) ;
void printAtMiddleWBLoc ( const std : : string & text , int x , int y , EFonts font , int charpr , SDL_Color kolor , SDL_Surface * dst , bool refrsh = false ) ;
void blitAtLoc ( SDL_Surface * src , int x , int y , SDL_Surface * dst ) ;
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bool isItInLoc ( const SDL_Rect & rect , int x , int y ) ;
bool isItInLoc ( const SDL_Rect & rect , const Point & p ) ;
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const Rect & center ( const Rect & r ) ; //sets pos so that r will be in the center of screen, returns new position
const Rect & center ( ) ; //centers when pos.w and pos.h are set, returns new position
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void moveBy ( const Point & p , bool propagate = true ) ;
void moveTo ( const Point & p , bool propagate = true ) ;
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void delChild ( CIntObject * child ) ; //removes from chidlren list, deletes
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} ;
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//class for binding keys to left mouse button clicks
//classes wanting use it should have it as one of their base classes
class KeyShortcut : public virtual CIntObject
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{
public :
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std : : set < int > assignedKeys ;
KeyShortcut ( ) { } ; //c-tor
KeyShortcut ( int key ) { assignedKeys . insert ( key ) ; } ; //c-tor
KeyShortcut ( std : : set < int > Keys ) : assignedKeys ( Keys ) { } ; //c-tor
virtual void keyPressed ( const SDL_KeyboardEvent & key ) ; //call-in
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} ;
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class CWindowWithGarrison : public CIntObject
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{
public :
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CGarrisonInt * garr ;
CWindowWithGarrison ( ) ;
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} ;
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class CSimpleWindow : public CIntObject
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{
public :
SDL_Surface * bitmap ; //background
CIntObject * owner ; //who made this window
virtual void show ( SDL_Surface * to ) ;
CSimpleWindow ( ) : bitmap ( NULL ) , owner ( NULL ) { } ; //c-tor
virtual ~ CSimpleWindow ( ) ; //d-tor
void activate ( ) { } ;
void deactivate ( ) { } ;
} ;
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class CPicture : public CIntObject
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{
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public :
SDL_Surface * bg ;
bool freeSurf ;
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operator SDL_Surface * ( )
{
return bg ;
}
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CPicture ( const Rect & r , const SDL_Color & color , bool screenFormat = false ) ;
CPicture ( const Rect & r , ui32 color , bool screenFormat = false ) ;
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CPicture ( SDL_Surface * BG , int x , int y , bool Free = true ) ;
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CPicture ( const std : : string & bmpname , int x = 0 , int y = 0 ) ;
void createSimpleRect ( const Rect & r , bool screenFormat , ui32 color ) ;
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~ CPicture ( ) ;
void showAll ( SDL_Surface * to ) ;
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void convertToScreenBPP ( ) ;
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void colorizeAndConvert ( int player ) ;
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} ;
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class CGuiHandler
{
public :
timeHandler th ;
std : : list < IShowActivable * > listInt ; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
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IStatusBar * statusbar ;
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//active GUI elements (listening for events
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std : : list < CIntObject * > lclickable ;
std : : list < CIntObject * > rclickable ;
std : : list < CIntObject * > hoverable ;
std : : list < CIntObject * > keyinterested ;
std : : list < CIntObject * > motioninterested ;
std : : list < CIntObject * > timeinterested ;
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std : : list < CIntObject * > wheelInterested ;
std : : list < CIntObject * > doubleClickInterested ;
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//objs to blit
std : : vector < IShowable * > objsToBlit ;
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SDL_Event * current ; //current event - can be set to NULL to stop handling event
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IUpdateable * curInt ;
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Point lastClick ;
unsigned lastClickTime ;
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bool terminate ;
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CGuiHandler ( ) ;
~ CGuiHandler ( ) ;
void run ( ) ;
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void totalRedraw ( ) ; //forces total redraw (using showAll)
void simpleRedraw ( ) ; //update only top interface and draw background from buffer
void popInt ( IShowActivable * top ) ; //removes given interface from the top and activates next
void popIntTotally ( IShowActivable * top ) ; //deactivates, deletes, removes given interface from the top and activates next
void pushInt ( IShowActivable * newInt ) ; //deactivate old top interface, activates this one and pushes to the top
void popInts ( int howMany ) ; //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
IShowActivable * topInt ( ) ; //returns top interface
void updateTime ( ) ; //handles timeInterested
void handleEvents ( ) ; //takes events from queue and calls interested objects
void handleEvent ( SDL_Event * sEvent ) ;
void handleMouseMotion ( SDL_Event * sEvent ) ;
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void handleMoveInterested ( const SDL_MouseMotionEvent & motion ) ;
void fakeMouseMove ( ) ;
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ui8 defActionsDef ; //default auto actions
ui8 captureChildren ; //all newly created objects will get their parents from stack and will be added to parents children list
std : : list < CIntObject * > createdObj ; //stack of objs being created
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} ;
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extern CGuiHandler GH ; //global gui handler
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SDLKey arrowToNum ( SDLKey key ) ; //converts arrow key to according numpad key
SDLKey numToDigit ( SDLKey key ) ; //converts numpad digit key to normal digit key
bool isNumKey ( SDLKey key , bool number = true ) ; //checks if key is on numpad (numbers - check only for numpad digits)
bool isArrowKey ( SDLKey key ) ;
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CIntObject * moveChildren ( CIntObject * obj , CIntObject * from , CIntObject * to , bool adjustPos = false ) ;
template < typename T > void pushIntT ( )
{
GH . pushInt ( new T ( ) ) ;
}
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struct ObjectConstruction
{
CIntObject * myObj ;
ObjectConstruction ( CIntObject * obj ) ;
~ ObjectConstruction ( ) ;
} ;
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struct SetCaptureState
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{
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bool previousCapture ;
ui8 prevActions ;
SetCaptureState ( bool allow , ui8 actions ) ;
~ SetCaptureState ( ) ;
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} ;
# define OBJ_CONSTRUCTION ObjectConstruction obj__i(this)
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# define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this)
# define BLOCK_CAPTURING SetCaptureState obj__i(false, 0)
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# endif //__GUIBASE_H__